going back to ''blizzard styleguide'' i guess
at least im proud of my teammates who made it
Forum Index > SC2 Maps & Custom Games |
Mereel
Germany895 Posts
going back to ''blizzard styleguide'' i guess at least im proud of my teammates who made it | ||
monitor
United States2400 Posts
+ Show Spoiler [Judge Write-Ups] + Sauerkraut Heights This map is a vast improvement to the frustration of Desert Oasis. And while it does seem balanced, the gameplay it produces is somewhat predictable (close off your nat backdoor, claim air-control, expand clockwise (which often leads into something like a base race or T/P starting to expand counter-clockwise towards Z). It sounds interesting (it is unique), but there is very little thought that must be put into army positioning and pathing, which is one of the most important skills that separates top players from the rest. You can’t really fix it on this style of map, but I would consider making the mains smaller and the center stretch wider (with maybe pathable high ground in the center if it’s wide enough). This is about how Desert Oasis should've looked like. To be honest I'm not a big fan of that style of maps because the distance of the 2 paths is pretty big so if you miss each other it's most certainly a base race situation. There's not much more to say about it. Maybe the textures could be a bit more exciting. Well at least there are some TREES! TREES EVERYWHERE! Nice job working on the Desert Oasis-style map layout. Right now the map is very solid, and well balanced. The problem here is that the map is too linear- meaning pathing and expansion lines are very 1-dimensional. Now that you've got the balance aspect of map making, focus on developing a concept for each map involving how you want game play to be on your map, and make changes according to that. Additionally, emphasize on open space vs. choke space to make more dynamic situations and to encourage micro and army positioning. Castaway At first, this map was among my favorites submitted this month. Draw your attention to the high ground fourth and notice how once you take it you completely close off an entrance to the third. This is the most extreme form of bases covering bases, but it isn’t something I would recommend in this extreme form because it makes army positioning gameplay less interesting (and reduces vulnerability:base ratio a little too much which is compounded by the otherwise well-placed watch tower – a watch tower that will be interestingly contested I might add). Once it gets to the very late game, those gold bases will probably make the game end pretty fast (maybe a little too fast o.O). This is a very nice island map. It's a very unique concept and very well executed. However the middle could use a bit more finesse. There's just some open space between the low ground expansions and the center. This map was very disputed among the judges. Ultimately, the lack of pathing options and linear expansion layout knocked the map out of top 5- however, it was in our top 7. The issue is that there are so few pathways throughout the map- scouting and map control will be very easy. To compare, look at a map like Tal'Darim Altar with very many pathways leading everywhere- map control is very tedious and difficult. Try to focus on allowing more pathing options (multiple ways to get somewhere and more locations to reach) in the future. TPW Scars of Aiur This map’s concept is actually quite good. Draw an imaginary line from as far as the map goes from 2-o’clock to as far as it goes to 8 o’clock; this line is too long (on top of the attackable entrances most of bases being too big). What I mean is that although there is plenty of bases to take, actually holding most of them is a huge challenge (a little too huge). No matter how you slice it this map should be smaller in some way: probably by making it wider from left to right and shorter from top to bottom (possibly taking out the thirds against the main if you make it small enough which will make the very late game come sooner and possibly be more interesting). I'm not sure if this was intended but the map reminds me of XNC. Yes obviously, every map with such a hallway does. The expanding pattern seems pretty similar too. Overall I like the map, at least better than XNC. Super usage of Protoss Decals too! Nice aesthetics, and really well done proportions- hardly any wasted space too! The primary issue holding this map back is the expansion layout- getting on 3 base is easy once you break down rocks, but anything past 4 bases gets uncomfortably close to the opponent's half of the map. Additionally, there is a lot of open space in the center of the map, and almost all chokes around the edges. Valley of Legends It seems as if a lot of thought was put into this map. Draw an imaginary line from as far as the map goes from [4-o’clock to 10-o’clock] and [5-o’clock to 11-o’clock]; these lines are far too long. There is no place to put your army to reasonably defend all of the outer bases in time. Add that to the fact that you have to make even more bases (because each base has less resources), and it makes those outside bases very unimportant (even though they are a unique and interesting part of the map). I like the creativity in this map. At the moment, all of the single gas expansions require a lot of expanding- something the game hasn't been balanced around. Because of the few resources after 3 bases, the map is really going to favor 2-3 base all-ins, especially with all of the chokes. Instead of over-saturating the map with expansions, try to make each one count; make each expansion completely viable in most situations. Heimdall’s Sanctuary If you made this map in the beta, you would be a hero. To be blunt, it is zerg favored due to a high level of openness (particularly at all the wrong base entrances). The fairly short rush distances are not short enough to make up for it. That very tight nook next to the natural almost makes up for it (for several timing attack reasons), but it can also act like a lure for a surround. I would prefer to see more interesting pathing options in the center of the map, too. The LoS blockers are very unique and interesting, but they do look rather unprofessional. It's a very interesting idea to use LoSB in the way it was used on this map. Not saying it is necessarily only positive. There are no cliffs anywhere around those 4 bases in the middle which means it's pretty much a Zerg fest. The overall layout of the maps seems not very exciting to me. The ambience on the other hand was done very well and thoughtfull. Very creative aesthetic theme, I like it a lot. The main problem with the map is the location of the natural choke- it requires units to path through the middle to reach a 3rd. Since it is so small, aggression will be very easy and reacting will be almost impossible. I suggest moving the natural choke back, and reworking the center so expansions are slightly farther away. Crash Landing The layout of the first several bases leads into a nice macro game. Unfortunately the effect of the terrain (long narrow corridor) doesn’t seem to shift no matter where you go (interestingly) more so than other 4p rotational maps. Having more ramps leading into the center could probably help this. The concept of the map seems to be to put as many bases as possible on the edges of the map. It looks like a map for long macro games. I'd have liked to see maybe a couple additional ramps from the middle to the sideways to make the bases a bit more vulnurable. The center expansion is something we never see in SC2 so it's hard to say how that'd play out. I guess Terrans would like that quite a bit. The aesthetics are a bit boring. Trees are not the ultimate weapon against boredom. Nice work on the layout. Unfortunately, the aesthetics need some work- try copying Blistering Sands or another (popular) desert map. Right now it is pretty solid, although the single gas expansion will favor the player who spawns counter-clockwise from the opponent, because he can take a 2-gas defensive third. Right now, the center won't be used very much since the sides are open enough, and you don't need to control the center to expand. I suggest shrinking the entire map, and making the chokes more defined around the edges. Lecentum I guess it's no coincidence that I see a lot of Crevasse when I look at this map. The idea of making the 4th expansions around the outside of the map is good, although it wastes a lot of space in the middle. I'd like to see a few more expansions there, now you only have a lot of room to move your armies through but no reason to do it unless it's cross position. Moon of Ulnar The map has quite the artistic touch. The layout is pretty good too. The thing that bothers me the most is the High Yield bases which are in a very strong position for Terrans. You could compare it with Xel'Naga Caverns where Zergs have a very hard time dealing with Planetary Fortresses at the Gold Base. On this map every Terran would most certainly take the High Yield base as 3rd because it's a very strong defensive point. Encryption Very well balanced for a 4p rotational symmetry map as far as the first 4 ½ bases on adjacent positions are concerned. The problem on adjacent positions is that the person spawning counter-clockwise will have a slightly easier 5th 6th and 7th, so the imbalance is only delayed (although interestingly encouraging one side to be more aggressive in the early late game). Because things are more important in the early game, this isn’t really the biggest of problems (but still a problem). The watch towers are too close to each other. This map looks like it's so much effort. There are a lot of different metal textures worked into each other, although this could have been done a bit more thoughtful instead of just changing the squares. Apart from this it just looks like a good generic 4 player rotational map, nothing too special but still solid. It is also noticable that you tried not to make the chokes in the middle too wide. Excellent work on the layout. The issue I see is lack of pathing options- right now there is the center, and a path around the outside. I would like to see an extra ramp or pathway added from the low-ground expansion into the middle. Additionally, the aesthetics could be improved- try copying Terminus or another popular space map. Sanshorn Mist This was a favorite amongst the judges and would have easily been a finalist if it wasn’t disqualified due to the map not being sent by email. Maybe the map is 5-10% too big (how big is it anyway?). This map the top map for most of the judges, but unfortunately got disqualified. The only thing I don't like are the islands- I'm not sure they're necessary, and they give a really easy expansion for Terran to lift to. Auir's Crater Great work for your first map! The aesthetics need some work, but that will come with time. The corner expansion should really be reworked to make it a more viable 4th for Zerg, and to be slightly more open. I suggest putting its minerals against the edge of the map, and making the high-ground pod and ramps slightly larger. Note: You have to send the map file in to have the map qualify for Top 5. Shurik’n The concept in this map is one of the best of the 4p rotational symmetry maps submitted this month. The proportions are a little off; the whole map should be about 10% smaller. Maybe the low ground 3rd is a little too close to clockwise main, but maybe not. This map is actually similar in quality to the other good 4p rotational maps submitted this month as far as gameplay goes, but it is lacking significantly in aesthetics (it’s too plain). I followed the developement of this map from pretty much the beginning and I'm very impressed how it turned out. The cross position only settings also erase the biggest flaws. Still it's a big problems that the 12/3/6/9 o'clock bases can be harassed so easily without anything to do, since the ground route is just so long. It would probably the best to just move those bases a bit towards the naturals, just out of siege reach of the main bases. With some more aesthetic work this map could be fantastic. Beautiful concept, I love the "Shuriken" in the center of the map. My only concern with the layout is that it is too small- the middle expansions are very close, and the natural - natural distance is slightly short in close positions. However, I feel that this map is very unfinished- the aesthetics are severely lacking and the map borders are relatively undecorated (you'll still see black without a high-ground border). TPW Lost City Woot woot Diablo II act-2-like ^_^. Assuming it was easy to get to a roughly standard later game scenario, the middle is actually pretty well designed (maybe a tad too open). The biggest problem is how the natural cannot be adequately defended by static defenses. This means that you are pretty much forced into an army-first opener (with an emphasis on constantly scouting your opponent to know when you can skimp on defenses) which is not condusive to a macro playstyle (which is not necessarily a bad thing, but is extremely untested territory (which implies possible imbalance) as far as this map is concerned with it’s fairly longer rush distances and lead into macro the macro game). This map looks just fantastic. The concept is very good too. Some major flaws though are the first couple expansions. The natural is very vulnurable since pretty much any ranged unit can shoot it from the highground. Coupled with something like forcefields this is just a pain. On the other hand as soon as a player has taken more than 2 bases in counter clockwise direction it seems very easy to hold any additional expansions, especially for Terrans. I really like the expanding patter, it's very clear and I'm pretty sure this map would make for some nice long macro games. Really great aesthetics, I love that you based them off of Diablo 3 and made your own textures. The layout concept really needs to be reworked- right now, the natural is very difficult to hold (impossible to forge FE even with the tower), the backdoor third is almost free and doesn't require any more map control, and the side expansions seem just "placed wherever they can go" instead of fitting into a map concept. Arid Mesa This looks like a fairly balanced, standart 4 player reflective symmetry map. Close spawn is erased so the High Yield expansion isn't an issue, which is very good. There are enough different paths to make it interesting and plenty of expansions too. To be honest I don't have a lot of criticism for this map, you considered all the major issues on other maps. I'm only a bit unsure about the connection of the 2 top and bottom bases divided by rocks. It looks like it might be easy for Terrans to siege push from the high ground. Aside from that you did a great job. Cliffs of Acadia I tried to fight to get this map in the top 5, but I’m the only judge who did . I guess the base vulnerabilities could be a little more interesting. The aesthetics are a little on the plain side; I would argue for more variety of doodads. Nice layout; army positioning looks like game play would be fun. I think the natural choke is slightly too wide, considering the short nat-nat distance. Overall, I think the middle is too small too- you'll probably have to redesign it to increase the distances between expansions. Antagony The base layout itself is very elegant. Unfortunately, the army positioning gameplay is very bland; I see very little reason to position your army anywhere but right outside the natural on the high ground no matter what stage of the game. Good job with the aesthetics. Overall they're pretty nice, but you could throw in some more doodads, especially in the unused areas. The primary problem is that the map is very small- all of the distances between expansions are really short. Responding to aggression will be very difficult since your reinforce distance is almost the same as the opponent's aggression distance. Skov This map is very solid in terms of layout. One major problem is how much wasted space there is- the sides of the map are completely wasted, and in close positions air has a really easy time attacking without risking a counter-attack. I would really like to see the map remade to not have so much of it. The middle is also slightly too small (in terms of pathing options) in cross positions, because once you're on 4 base you'll be fighting the opponent right next to you. LoS_Artemis IMO, this is the best 4p rotational map submitted this month (not only because it is the most unique). The gold base might be a little too easy for terran to claim when they spawn in top left or bottom right. The pathing options and army positioning gameplay are superb, and all positions in all matchups seem well balanced. Very nice layout, finally something different than the usual 4 player, 16 base rotational map. The aesthetics are cool too, I like the Greek style. The only problem I see is that the center expansions (gold) can be really easy for Terran to take when he spawns in the top left or bottom right- I suggest removing the center expos and reworking the area to not include any expos. Stella This map has had a lot of thought put into it and is extremely intricate. Pretty much every problem with it (there’s several) seems like you tried to compensate for in some way (but didn’t really succeed); it is actually very impressive that you almost made a 2p map with so many bases work. I don’t want to go over all the problems because I don’t know how to fix them (without making it smaller and taking away bases). I will say that the army positioning gameplay of the first several bases is extremely good and leads into interesting late game scenarios. I can see a lot of good thought went into this map. The main issue is something called 'space allocation'. This means that the space is distributed appropriately in areas where it is necessary, but nothing more. On Stella, there is a lot of excess space in certain areas- and there are chokes in oddly placed spots. http://i.imgur.com/UjpNS.jpg Yellow Circle- Expansions are too close Red Circle- Too open Black Circle- Expansion is impossible to take, too close to opponent & vulnerable Green Circle- Expansions are too close White Circle- Expansion is impossible to take because its too close to opponent Purple Circles- Distance across the map is too long City of the Damned This map is fucking terrible and whoever made it should diaf. The map’s central width is a tiny bit too small, and the center is a little too open (I recommend putting pathable high ground in the center of the map). The map is very unique and balanced. This map was not chosen because iGrok made it; it was chosen because it is a really good map (and if I may be honest this surprised me a little). This was one of the harder maps to do judgement about since it's probably the first map with this concept. Well, besides the 8 player map 'Abyss', but let's not go there. I'm eally excited to see this map in the tournament because it's really hard to tell how it will play out. My biggest problem with it though is that the center is rather boring. There's nothing interesting to it, like different cliff hights or other obstacles to make it interesting, except a couple pillars. I think the map could've been made a little bigger, although the bounds are rather large the rush distances are almost tiny. Overall I don't want to say too much before seeing some high level players on it. Also it needs more rocks. Nice first 3 bases, and good aesthetics. The major problem to me is that taking a 4th requires central map control, but the middle is too small. I would like to see the map enlarged so the center is bigger. Prospectors This is a very cool and nice looking map. It would've been one of my favourites in the competition if it had been shrinked a bit horizontally. That's pretty much the only thing I can critizice about it. It's just too wide. Be sure to check the rush distances next time, if they're over ~170 it get's really hard for immobile forces and also encourages base trade situations. Aside from this the map looks great. TPW Dylarian Shipyards This map is well-rounded (gameplay, balance, aesthetics). It does try to be different from the typical 16 base 4player rotational symmetry map, but is still just another spin on it. If you look at the openness image on the analyzer you see smattering of narrow pathways, but this is kind-of an illusion; there is actually plenty of harass paths and surround potential and interesting centralized defensible positions. But these 16 base 4p rotational maps are really getting old , I hope this is the last one :D. This is just a wonderful 4 player rotational symmetry map with a lot of details. To be honest, the concept is not reallysomething new or innovative but rather standart, however the execution is fantastic. There are no wide open spaces besides the middle that is kinda open and the 3rd bases tucked to the mains that might be a bit more open than they'd have to be. All in all a great piece of map. Overall, solid layout and nice aesthetics. Although this layout has been beaten to death, the map is still worthy of top 5 because of its professional work. The only problem to me is the proportions- they're slightly too big. Right now, the main is really too large, and so is the center. I think the map size should be decreased and in general things should be smaller- but make sure the chokes are still big enough. LoS Resolution This map is very interesting. If there was one thing changed about it, I would have fought pretty hard for it to be a finalist: the strips of high ground should be significantly wider. Yeah, sorry… it is a very simple thing but also very important IMO. Otherwise this map is great. Cool aesthetics, never seen anything that looks as "lush" as this- nice job working in the man-made areas too. The layout is cool, but I think the corner expansions are too tightly clumped combined with being too far away from the opponent. I think you should rework these areas to reduce turtling and increase map control required to hold them. The backdoor (frontdoor?) into the natural also seems unnecessary to me, because unless you are going to make the 3rd next to it gold, the defender will never want to break down the rocks. To be honest this was one of my absolute favourite maps. It's so innovative and fresh. This could be a BroodWar map, which for me is a good thing. The only problem, or inbalance you could call it, is that the bases in the back are very far away from the opponent, which gives Zerg a fairly big advantage. Also I feel that the 2nd entrance to the natural is rather unnecessary, but that's a matter of taste. The aesthetics are also very well done except for the lazy mapboarders decoration. Also maybe cut the random Protoss decals next time, doesn't really make any sense in my opinion. TPW Cascade SE I’m a fan of 2 player maps, and this is the best one submitted this month. Maybe the bases at 12:30 and 6:30 should be a little closer to the center (so taking them closes off the base next to the main). That’s all I got; this is my personal favorite submission this month. Nice map! I don't know what to suggest, other than that the map seems slightly oversaturated for its small size. I would try to rework the sides so you can remove two of the expos, and maybe make it slightly more open around the edges. (10 expansions is plenty for a 1v1 map) This appears to be a very nice and solid map. The expanding pattern is very clear until the last base which should produce some nice engagements in the late game. The two things I'd like to critizice a bit are first of all the small space around the ramps to the natural and the 3rd. Maybe it would've been a better idea not to add those terrain decorations in that spot to leave it a bit wider open. Openness is the second point. The area between the 3rd bases next to the main is very open and should favour Zerg quite a bit. It might be a close call here, at least it's not bad enough to make the map totally unplayable. The aesthetics are great aswell. Ghost Colony What jumps into the eye when looking at this map first is probably all the High Yield bases. 4 is just too much for a 2 player map, in my opinion even for a 4 player map. Besides that the map looks pretty nice. The thing I don't particularlylike about is that every single path from main to main, except the middle, has a gold expansion on it's way, which in my opinion limits the option of untroubled movement. The aesthetics are going in a good direction, however I'm not a big fan of those streets in SC2. The concept of this map is actually very good. The biggest problem is that it is oversaturated with resources; I would really prefer to see middle-of-the-map army positioning gameplay sooner than the very late game. You have a great concept here, but it really is oversaturated with resources and it doesn’t push you to the center fast enough. I would actually just straight up remove the gold bases on the far top left and far bottom right, then it would be pretty sweet. BTW I hate to say it like this because it’s not entirely true, but it would have been taken more seriously if there wasn’t so many gold bases, oversaturation aside. Very nice proportions on this map, I like the distances a lot. The aesthetics are okay, but seem to get a little bit bland. I would like slightly more variety in the textures. Please fix the mineral lines so the gas geysers are on the edges, not the middle- its really annoying because probes run back and forth when its oversaturated, and makes minerals really vulnerable. Also, you should really only have 2 golds (1 per player) on a map, unless the concept is very unusual- its too easy to turtle and take them before your 3rd. To me, the middle is slightly too small and easy to scout- map movement will be very restricted. In the future, try to located your mains so that they don't cut into the middle so much. TPW Artifice This map is very well proportioned. In fact, that’s about all it is. It doesn’t even try to be different from the typical 16 base 4p rotational map; it tries to perfect its proportions. And it succeeded, which means we don’t need to see these anymore. Right guys? Very professional looking map, good attention to detail in the aesthetics. The proportions are also very nice. I think the map will play out well, but these standard layouts (almost the same as Sanctuarium and Dylarian Shipyards) are becoming too common- the main and natural have 1 entrance each, and then there's an expo against the main and natural. In the future, I would like some more unusual and innovative concepts. Let's take a look at this one. The layout of the map is pretty much as standart as it can get on a 4 player rotational symmetry map these days. It's definitly not gonna win an award for creativity. At least not for the concept. Does standart mean balanced too? In this case yes. The execution of this map is fantastic. There is absolutely nothing to critizice about this in my opinion. Yes, the spaces around the middle are rather open. This will give Zerg a good chance against the other races. I don't think I have to say much about the aesthetics. It's just brilliant. The idea with the middle part is something never seen before and also the work with tiles is great. Bluntly, it's a generic but solid and beautiful map. TPW Crimsonite This map looks absolutely amazing from far. It actually does from near too. The maplayout is great and the proportions seem good too. The biggest concern in my opinion is that apart from the middle, every single route passes an expansion which limits the option of untroubled movement quite a bit. By only removing the High Yield bases it would've made the map so much better in my book. Overall it's a good example for a great reflection symmetry map. This map seems incredibly silly at first, but don’t let that deceive you; it is actually well balanced. My biggest problem with it is that it is too big by about 10-15%. This map came pretty close to being a finalist, and it wasn’t easy to cut it. On close air positions, the rocks between the two bases that are between the two mains seem very unnecessary. Perhaps the two high ground platform in the center of the map should be merged. Great aesthetic work, but I think they distract from the game play a little bit too much. I can hardly tell where some of the cliffs and chokes are. Overall, the map seems too large- a lot of the distances are too long (and there is a tremendous amount of wasted space on the edges). I suggest thinking about the concept of the map in the future (how do you want the game to play out, what strategies should be enforced, etc.) and make changes to fit that concept. Limbo This map was very close to becoming a finalist. The biggest problem is that the expansion pattern is incredibly simplistic. Each base is connected to the last but opens up another wider path, and they all wrap around a central area (very predictable gameplay). Also, said central area is a little too open. This map would be better with no watch towers, IMO. The bridges were a nice touch, btw :D I must say this is probably the map I was most disappointed about. It looks so effortless and bland. The middle favours Zergs heavily while the bridges favour everything but Zerg, especially Protoss obviously. I feel that it's impossible to go over 3 bases on this map because everything is so wide open. The aesthetics are pretty boring too. I'd guess that this map was produced in less than a day. I know that you can do better, way way better than this. Cool aesthetics, although they seem a little bit bland. I suppose they fit the theme of the being in "limbo" (inception anybody?) and also the religious term. As far as the layout, it seems solid but a little bit too standard. Additionally, I doubt games will get past 5 bases because of how close they are to the opponent. I think the only solution would be reworking the map and/or increasing its size. | ||
WniO
United States2706 Posts
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Phried
Canada147 Posts
On August 11 2011 09:25 monitor wrote: The aesthetics are a little on the plain side Yeah... I'm a little bit shit at aesthetics. I tried to spruce it up a little bit with some unique lighting but it was kind of last minute and experimental. On August 11 2011 09:25 monitor wrote: I think the natural choke is slightly too wide That's funny, I was really worried that it was going to be too narrow. I actually widened it towards the last days before submission. On August 11 2011 09:25 monitor wrote: Cliffs of Acadia I tried to fight to get this map in the top 5, but I’m the only judge who did. Well damn, that's honestly better than I could have hoped for. Thanks for everything. Now let's see if I can improve upon my moderate success next month. GG WP. edit: 3/5 on my predictions. Not bad. | ||
iGrok
United States5142 Posts
On August 11 2011 09:27 WniO wrote: last months winning formula was mass trees this months is + Show Spoiler + What do you mean? There are only 2 maps with that. | ||
Gl!tch
United States573 Posts
Note: You have to send the map file in to have the map qualify for Top 5. *Forhead slap*, either way it was my first map and i didnt expect top 5 or anything anyway :D | ||
WniO
United States2706 Posts
On August 11 2011 09:36 iGrok wrote: Show nested quote + On August 11 2011 09:27 WniO wrote: last months winning formula was mass trees this months is + Show Spoiler + What do you mean? There are only 2 maps with that. EDIT: ill be nice | ||
a176
Canada6688 Posts
On August 11 2011 09:25 monitor wrote: Shurik’n hi monitor, many of your comments reflect those of others and those found during some playtesting ... the map has changed even more since you looked at it. check my thread for the changes that address many of the criticisms. | ||
monitor
United States2400 Posts
On August 11 2011 10:03 a176 wrote: hi monitor, many of your comments reflect those of others and those found during some playtesting ... the map has changed even more since you looked at it. check my thread for the changes that address many of the criticisms. PM sent. | ||
FlopTurnReaver
Switzerland1980 Posts
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Ragoo
Germany2773 Posts
City of the Damned is kinda surprising to me. It's strange how you have 3 bases initially and then when you get your fourth you basically get another 3 bases... have never played it tho and I am not the one to criticize this amazing lineup of judges. Hopefully LoS_Artemis's middle gets a little update as it was mentioned in the judge comments, otherwise it's a really cool I understand that my map is really heavy on the counters/base trades and doesn't offer much expanding variety, guess there's not much that can be done with Desert Oasis layout to prevent that, other than inventing some really crazy stuff. I'm glad that you think it's balanced tho (: Also surprising how you picked both Dylarian Shipyard and Artifice since I considered them to be pretty similar, very basic, solid 4 player rotational maps. Hopefully next month there are no more maps like this in top5.. I mean..don't get me wrong, they are balanced and well done but it gets boring if there are just solid and not with some crazy stuff in it (like Ithaca or Katrina craziness). | ||
Soluhwin
United States1287 Posts
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LunaSaint
United Kingdom620 Posts
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Icetoad
Canada262 Posts
^^My first top 5!. Also I'm sad that LoS_Resolution wasn't taken, cause all LoS maps are awesome . | ||
IronManSC
United States2119 Posts
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ihasaKAROT
Netherlands4730 Posts
On August 11 2011 11:24 Icetoad wrote: Congratz to the other map maker. ^^My first top 5!. Also I'm sad that LoS_Resolution wasn't taken, cause all LoS maps are awesome . Grats man, totally earned that top5 spot, we can only go up from here | ||
EatThePath
United States3943 Posts
Anyway, it's hard with so many amazing maps not to disappoint anybody when you cut to five. Apart from my personal bias, I think you guys made some nice selections. I see things went slightly in the direction of unknown territory, which I think you should push more and more. (Lost City!!!! Oh, sry.) The only other thing I have to say there is that I think you should be very intentional from now on about your selection of 4player maps. If it were me, I would mandate that they have to be absolutely mind-blowing, or innovative, in order to bump out other maps. They tend to share a lot of features, which you can see even in this month's finalists. 2player maps tend to offer more opportunities for interesting features, and other number of spawn locations are obviously the rare fruit. All that said, no complaints, looking forward to the games! Congrats finalists and anyone else, don't feel bad 'cause you all made a good showing. Lastly, huge thanks and thumbs up for taking the time to compile judge notes! That is obviously a smart move for transparency but on a simple level I really appreciate it and I'm sure everyone else does as well. Rock on, motm. | ||
Samro225am
Germany982 Posts
On August 11 2011 15:45 EatThePath wrote: I'm sooooo sad that Lost City didn't make it into the top 5. Such a pretty map, with a unique layout. Ahead of its time. Anyway, it's hard with so many amazing maps not to disappoint anybody when you cut to five. Apart from my personal bias, I think you guys made some nice selections. I see things went slightly in the direction of unknown territory, which I think you should push more and more. (Lost City!!!! Oh, sry.) The only other thing I have to say there is that I think you should be very intentional from now on about your selection of 4player maps. If it were me, I would mandate that they have to be absolutely mind-blowing, or innovative, in order to bump out other maps. They tend to share a lot of features, which you can see even in this month's finalists. 2player maps tend to offer more opportunities for interesting features, and other number of spawn locations are obviously the rare fruit. All that said, no complaints, looking forward to the games! Congrats finalists and anyone else, don't feel bad 'cause you all made a good showing. Lastly, huge thanks and thumbs up for taking the time to compile judge notes! That is obviously a smart move for transparency but on a simple level I really appreciate it and I'm sure everyone else does as well. Rock on, motm. I am not going to say anything about Lost City (: except that it is a quite good two player map and it would have been nice to see more high quality 2player maps in this month's motm - mainly to actually be able to compare and value different map features. I will keep it my secret if i like the layout and visuals and i will not judge the judges While I understand your point that it would be nice to have more 2p just for more diversity, I do not really agree with you: Making a 2p map interesting and balanced is easier than making a 4p map balanced > and still the 4p would feel less interesting. Yet we do not see that many good 2p maps in this motm. I think there already were month with more unique idea (NullCurrent's Monsoon Valley, although not perfect, has a very nice and experimental expansion layout). Quite some 2p look fun, they have some strange features that kind of overshadow the overall map or lack a destinctive design. last motm was a bit stronger in unique and solid 2p i think. So I would say it is good that 3 4p maps are in top5, because we now can see how their seemingly small differences affect gameplay. this is a great opportunity really! 4p is so hard in a way to make interesting yet balanced. you need 4 mains+nat and 2 options for each spawn as thirds. just your basic layout will take quite some space away. I have tons of ideas for 2p. I could only build 2p and still find some stuff that is interesting in a way. Having a great 4p is a different thing. in 4p mapping we will see more small differences i guess, similar proportions and layout. still i look forward to it. I would love to see more people doing more experimental stuff, so i hope to start something in the next few days like a mapping challenge. It won't be so much about winning or building a great competitive map, but more about speemaps, throwing together crazy ideas, asymmetries, 7-playerstart-maps and such stuff. No judges, no money, just for the sake of mapping. I see this as an addition to motm and motw - like a jazz jamming session possibly. also i want to have a lot more activity in the community showing and discussing wip projects. I want to collect some ideas for these challenge and anybody with such a crazy idea should be invited to later "judge" the maps by awarding special prices. Rigt now many people do maps on a great level and there are so many talented guys around and also a bunch of new people stepping up their mapping and i kind of whish having less competition and more fun trying some crazy stuff. still we donot see so much wip stuff anymore. and because of the 4 player problem of making a map that is interesting and balanced we have the impression 2 player is the only way... probably we need three player again or more shift symmytry stuff. who knows. that is why i think we need an open work in progress thread where anybody can post stuff. like a terran-strategy-help thread. to ask questions, but also showcase stuff that is wip before doing one special map thread. this map will be on the first page most of the time or could even be sticky and i think it will help to get some pressure away to make stuff in an extra map thread and will help people do better maps. edit: top 5 8) first time since january! so happy to finally find away into the selection agagin! also i am very impressed by you publishing your notes and criticism! | ||
dezi
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Switzerland1980 Posts
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